So if a starting lurk has this advance they are not affected by quality or tier. So a basic door lock is the same as a bank safe in terms of rolls?

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Adam Brimmer: Cheers for the comments everyone. I was asking because I had a PC Lurk in the V7 and no a PC Lurk with the V8.1, and wow did I see a drastic change in the way picking locks has become. The Tier change used to be a factor in the planning: acquiring asset for better tools or using downtime to get more details to beat the system etc. Now it's like the V8 Lurk (a different player/group) feels none of this necessity and calls Fine Tools and Infiltrator on anything, which is a touch underwhelming. I'd say the lock is special, or is a puzzle or something non mechanical, but the phrasing on Infiltrator is "Security Measures" which is a pretty broad metric.

You've given me food for thought though.

Benjamin Davis: But if you have Infiltrator, fine tools don't matter...

Omari Brooks: The challenge has evolved.

Now it isn't about HOW to get through anymore, it's about locating a target in the first place, dealing with the target behind security measures, and possibly dealing with getting away clean (any less than 6 might mean evidence is left behind that is discovered in a timely enough manner to warrant a chase, etc.)

Random thought. Would it skew the game if the Hounds pet was a mischief of rats? Say 12-20 or so. Maybe they're treated as one entity or the Hound knows each one by name. Upgrades such as mindlink could only use one at a time.

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Tom Pleasant: Great idea!

Calum Grace: Hell. Yeah.

Nihzlet: Super cool idea. I'd 100% allow it if a player wanted it in my game, assuming it made sense for the character.

Nathan Pollard: +Matthew Terry You don't need a whisperer, just a Cutter with a few ranks of attune and ballsy enough to grab ritual casting as a veteran advance.

Leviathan's Thew

The Caster says a short incantation before quaffing a slurry of Leviathan's Blood, Heart meat, and a small collection of deathlands flora, paying Five stress in the process. For the remainder of the scene the caster gains the following:

The Caster is imbued with rage, increasing his strength, stamina, and resistance to pain. (GM automatically adjusts Position / Effect)The Caster may fight a gang of scale equal to his tier on equal footing.The Caster may perform feats of strength that verge on the supernatural.The Caster gains a fear effect similar to ghostsThe Caster suffers from "Cannot tell Friend from Foe" and "Cannot stop until they are all broken" [these may not be resisted]

Curiously enough, the caster also gains the ability to perceive through rage, though the stints are short and uncontrolled. Rumors have begun to spread that 'If your fury is met with body-less stares and your cries of anger turn to eyes in your throat, the devil of rage draws near.'

Those that have regularly spent time around this 'devil' have noted how he laments that 'Little separates men from devils save the breadth and depths by which they experience emotions'

So most scores are instigated by the player initiative. They are the "aggressor" in the scenario and trigger the encounter themselves. How do you run things when they are on the defensive? Examples are in the book like - protect an area or take something from A to B. The assault/social/etc plans don't really fit anymore and the engagement roll feels a bit murky.

How do you handle scores that are triggered by NPCs?

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Glen Cooper: Try this:

1. Score = PCs have to protect a location.2. During free play they discover that many factions are after securing the location for themselves. Giving them some kind of +1d advantage?3. If the Engagement roll goes poorly then have the NPCs get a 'shot' in first. If they ace the roll, then have them see the scouts and perhaps set up traps as a result?

I know the above suggestion is quite specific but the out come is driven by the engagement roll. Perhaps a ::critical roll:: means that the players begin the engagement ambushing the attackers rendezvous point?

As said before, if you use the narrative to inspire the outcome you will do great :)

Adam Brimmer: +Glen Cooper that's roughly how I was thinking of using it, but wanted to tap the hive mind for more ideas. Thank you all!

Daniel Echegoyen Ulleland: After each score, I write a list of all relevant factions who are important in the campaign. Then I give them one long-term “main” goal, usually by giving them a 6-12 segment clock. I also give them one short-term “side” goal, usually by giving them a 4-segment clock. Sometimes I even make a short-term goal for particular interesting NPC’s. If I feel like it, I also give them a clock involving their reaction to the player crew. These clocks progress through tier rolls (much like a long-term project) or whenever an event logically increase it, simply going with our gut. If a clock is completed, I sometimes make a Fortune roll to see how it turns out. Some clocks are opposed, like the struggle between Lampblacks and Red Sashes who both wanna take over Crow’s Foot.

After each downtime phase, I inform the players of “news” from the underground regarding these clocks, which makes the world more dynamic and alive. Also, the player character act on this information, involving themselves in the happenings in the city.

If an event directly involves the players, like an enemy locating and attacking their turf, I usually talk to the players to see how they want it to play out. “Since you killed Bazso Baz, and destroyed most of the Lampblacks, Henner and the remaining members have been tracking down your gang. They have found your secret lair and are planning revenge by hitting your headquarters. Do you want to play out this as a custom scene where your lair is attacked, or do you rather want to be away and just roll a Fortune roll to see how well they ruin your lair? Of course I’d roll for your “security upgrades” and “crew” (tier rolls) too to twart them.”

If we end up with a scene, I’d make sure they are rewarded somehow - eradication of an enemy, perhaps some special asset or gear, perhaps even a relevant claim, bonus rep etc.

I can't recommend Max Gladstone's "Three Parts Dead" enough as BitD inspiration. Set in an industrial city literally powered by contracts with a god, where slivers of your soul are the defacto currency and defaulting on a contract can kill a divinity. Part legal drama, part mystery and altogether incredibly interesting. Am already devouring the next instalment.

La Sc: Another vote for this series, although keep in mind the order in which the series is published is different than the actual in world chronological order of the books... This may help avoid confusion, if my statement wasn't already confusing enough. GRIN